GameStateConverter: Add some extra information about cards - #5

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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
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})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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GameStateConverter: Add some extra information about cards - #5

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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

@cdaymand

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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GameStateConverter: Add some extra information about cards - #5

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GameStateConverter: Add some extra information about cards#5
cdaymand wants to merge 1 commit into
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cdaymand:slaythecli

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@cdaymand

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All these new information are needed to create a card description for slaythecli

All these new information are needed to create a card description for slaythecli

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Thanks for the pull request! I agree that these are some good things to have. Originally, the description, damage, block, and magic number were left out because it was possible to determine them from the rest of the game state, and I wanted to keep the state representation small. However, in the interest of not adding too much extra information to the game state (especially considering a large portion is often taken up by card objects, and it all needs to be transmitted over stdout), could we reduce the number of new fields? I was thinking:

  • baseHeal, baseDraw, and baseDiscard are not used by the game, so they could be removed, along with heal, draw, and discard
  • I don't believe base_magic_number and magic_number are both necessary, since I'm pretty sure they are always equal. I'll leave this one up to you, though.
  • While you're at it, do you want to add ethereal? I've had that requested before, and for some reason I added exhaust, so ethereal is definitely in the same vein.

I do see why users might want both base_block and block though (same with damage). Also let me know if you think my concerns are completely unfounded.

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At first when I did these changes, I was not completely sure about the information needed, now I am a bit more confident about the game source code and I agree for baseDraw and baseDiscard (not needed)
For the card feed, I will check if baseHeal is used or not.
Someone contacts on reddit about ethereal and yes it might be interesting to add.
Yes base_block and base_damage is needed when displaying deck or card reward because then damage and block is at value -1.
I will modify my pull request.

In fact at the moment, after reading a post on reddit (regarding accessibility) I changed a bit my mind and I am completely doing the server part in java which handles all the game logic and send back a nice output.
This way the installation will be easier for people (just a mod) and the game will be playable by any tcp client, telnet, socat, nc , ...
I think I might have something soon to share.

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